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Post-Launch Updates
September 14, 2026 at 01:21 AM
Updated internal link states after new pages were added (2026-09-12)
Beast of Reincarnation released on August 4, 2026 and began receiving fixes immediately. This page tracks confirmed update activity from the developer and publisher. It covers only changes that have been publicly stated; where a patch has been announced but not yet shipped, that is noted explicitly. Five patches have shipped so far. The cadence was roughly weekly through late August and has stretched to around ten days since.
The game did not ship as version 1.0.0. A patch went out over the launch weekend, and the build available when storefronts unlocked at 00:00 UTC on August 4 reported version 1.0.6. The publisher confirmed the version number in its release-day post and asked players to check that their client had updated.
System requirements had also been revised shortly before release. An earlier set of specifications posted to the PC storefront contained mistakes; corrected minimum and recommended figures went up in the final week and are the ones documented under System Requirements.
Within hours of unlock, players who had pre-ordered the Deluxe Edition reported that the bonus content was missing from their libraries. The problem affected both direct storefront purchases and third-party key redemptions.
The publisher confirmed a fix on August 5 and advised affected players to restart their storefront client to force an entitlement refresh. The same post stated that further fixes were in progress. Edition contents are listed under Editions and Pre-Order Bonuses.
A Standard-to-Deluxe upgrade was published alongside the game, so players who bought the base edition can add the full Deluxe content set without buying the game again.
The first post-launch patch shipped on PC on August 9, 2026. It went after the three complaints that dominated launch week: camera behaviour, on-screen text size, and story pacing.
Change | Detail |
|---|---|
Player camera | Adjustments both in and out of combat, with more camera work flagged as ongoing |
Text size | Adjusted throughout the game, with further passes planned |
Story pacing | Affinity-building conversations that could repeat several times in a row are now limited to once per day |
Cutscene default | The default cinematic setting moved from Cinematic to Performance, so cutscenes no longer play at 24fps by default. The Cinematic option is still there for anyone who wants it, and players who had already selected it keep it. |
Interact button | Can now be remapped in settings |
Parry window | Adjusted for the case where Emma is taking damage |
Boss balance | Balance adjustments across all difficulty levels |
Encounter balance | Enemy encounter adjustments on Normal difficulty |
Button icon type changes were not being saved correctly.
Upscaling settings reset when the game was restarted.
Changing the V-Sync setting no longer disturbs the resolution setting.
The sixth golem in Subcity 01 was difficult to find.
Emma could become unable to interact after a Bloom Art was cancelled.
With interact mapped to the square or cross button, the story beat where Emma talks to Kagura on the Walker prioritised resting until morning instead, blocking the conversation.
The second patch followed on August 15, 2026, and it is much the larger of the two. It added the display and input options players had been asking for since launch, cut down on back-to-back cutscenes, and made several combat changes.
Change | Detail |
|---|---|
Camera distance | Close, Medium, and Far options added, alongside further camera adjustments in and out of combat |
Cutscene triggers | Trigger conditions adjusted to reduce consecutive cutscene playback when moving between areas. Players already mid-playthrough may hear a very small number of event lines repeat as a side effect. |
Post-boss cutscenes | The return cutscenes that play after a boss is defeated were adjusted |
Upscaling | DLSS 4 and 4.5 (L and M) plus FSR 4 support added |
Keybinding | Interact can now be assigned freely to any button or key, and mice with side buttons can bind them |
Subtitles | Size options from Extra Small through Extra Large. The selected size applies to event and cutscene subtitles; gameplay subtitles outside cinematics stay put above Medium so they do not overlap other interface elements. |
Navigation | Additional objective markers placed along the early-story route |
Fall and water damage | Emma no longer takes damage from falling or from being partially submerged, and water submersion detection was adjusted in selected areas |
Damage and HP recovery amounts increased | |
Execution and Assassination | Attacks from surrounding enemies are now interrupted during Execution, Execution Assist, Assassination, and Assassination Assist animations |
Auto-target | Defaults for Auto-Target on Attack, Parry, and Switch changed to off. Players who had already configured these settings keep their own values. |
Pilgrim's Zone | The main route was shortened so players can head straight to the Belfry without passing through the Cave or the Stone Chamber |
Fuji Frontier Zone | One battle midway through the zone was changed into a scripted event |
Boss and enemy behaviour | Combat behaviour adjusted for some bosses, and enemy placement adjusted in certain areas |
On the cloud streaming version, delayed enemy spawns could block story progression.
Performance dropped sharply when the End of the Line skill mod fired on the Bloom Art Kiku: Bloom Strike.
Unintended audio and visual noise appeared in certain cutscenes.
The third patch landed on August 24, 2026 as PC version 1.0.9 and console version 1.007.000. It cleared most of the backlog the previous patch had listed as pending, including the two features players had asked for loudest since launch: cutscene skipping and ultrawide support.
Change | Detail |
|---|---|
Skippable cutscenes | Events and cutscenes that support skipping can be skipped by holding the Interact button, and a skip indicator appears in the bottom-right corner to show which ones qualify. Some of the cutscenes before the final fight are included. The rollout is deliberately staged: the developer said the technical work forced it to add skip support in batches, and the rest are still to come. |
Ultrawide support | Native ultrawide monitor support added, covering most ultrawide and super-ultrawide displays. |
Frame generation | DLSS and FSR frame generation implemented, switchable in the settings menu. |
Healing | Healing items can be used the instant damage lands rather than after a short delay, and the movement slowdown while healing is shorter. |
Charms can now be sold. | |
Helm Splitter | The skill is usable by default. It can still be upgraded through the skill tree. |
Spirit Stone display | The equipment screen now lists which Spirit Stone effects are currently active. |
The Great Wall Terraces | The boss battle in this zone was changed into an event battle. |
Boss presentation | Camera work during boss battles adjusted, and Counterattack execution timing retuned. |
Shield-bearing enemies | Attacks from behind now deal damage to enemies carrying shields. |
Crow-type enemies | Their attacks no longer generate acid damage fields. |
Controller feedback | Vibration added to Execution Kills and Assassinations; overall vibration intensity retuned on the PlayStation 5 version. |
Shop controls | Set to Max and Reset options added when choosing a quantity. |
Item icons | Koo-exclusive items were given unique icons so they are easier to pick out. |
Optimisation | Performance passes on boss attack effects, Bloom Arts command processing, and status effect visuals. |
Collision | Invisible wall boundaries adjusted across several zones, with more work flagged as ongoing. |
Upscaling options were unavailable on the Microsoft Store and Xbox PC version. This was introduced by the previous patch and is now resolved.
Elite enemies failed to spawn in the Fuji Frontier Zone.
Elite enemies recovered their full health too quickly after losing sight of Emma mid-fight. Full recovery after a set period undetected is the intended behaviour; the speed was not.
Koo could obstruct the player's field of view.
Emma's landing position could be misaligned after a jump.
Text appeared shrunken in some places.
Certain Nushi attacks failed to connect.
Koo's Emergency Medicine ability could desync its held count from the on-screen number under specific inputs, letting the button be spammed.
Parrying during an enemy's continuous attack sequence, once Koo's FP gauge was full, made the bottom-right icon and gauge flicker.
Re-equipping a Spirit Stone into the same slot, when the owned count matched the equipped count, unequipped stones in other slots.
The Set Maximum Number button did not respond for stacks of 99 in the Wandering Merchant and Brad sell menus.
On PC, the confirm key did not respond on the Return Results screen for keyboard players.
On PC, alt-tabbing away while switching areas from the Cleanse Walker departure menu blocked fast travel.
On PC, clicking Save Game or Special Content with a mouse immediately after opening the bed menu triggered Rest Until Morning instead.
On PC, confirming on the New Game Plus data transfer screen with keyboard or mouse and then moving the cursor with a controller caused a soft lock.
The fourth patch went up on the publisher support hub on August 28, 2026 and reached the PC storefront as version 1.0.10 on August 31. Console builds carry the string 1.008.000. Where the previous three patches chased comfort and presentation, this one is mostly about friction in the moment-to-moment loop: picking things up, getting knocked down, and aiming.
Change | Detail |
|---|---|
Film grain and chromatic aberration | Both post-processing effects can now be toggled on and off. |
Cutscene post-processing | A separate toggle turns post-processing off inside cutscenes. This was the item at the top of the queued list published with the previous patch. |
Blight Sprouts | Nodes that yield Skill Points were added to every zone. The patch notes call them Blight Sprouts here and Blighted Sprouts in the next update; the Japanese notes use one term for both. |
Fractured Amber | Breakable Amber nodes were added to selected zones. |
Inventory overflow | Items picked up past the carrying limit now convert to Amber automatically instead of being refused. |
Interaction range | The pickup range on ordinary items was widened, and items already at maximum stack size were pushed down the interaction priority order so they stop stealing the prompt. |
Resupply priority | When Interact and the Resupply screen share a binding, Interact now wins. |
Knockback recovery | Recovery from a knockback can also be triggered with D-Pad Up, and the invulnerability windows during knockback and getting up were retuned. |
Ranged aiming | Aiming a ranged weapon moved to a hold input, so the stance stays up while the button is held. Input buffering was added so an aim can be queued during a slide, a rolling evade or a standard slash. See Bow and Ranged Combat. |
Flying and ranged enemies | Both now flinch and stagger more easily. |
The title logo now skips itself if loading runs long.
Voice language reset to its default every time the game was restarted.
In The Great Wall Terraces, a player who had lost the first boss attempt before the patch could not progress on a rematch even after meeting the victory conditions.
An invisible wall on the entry slope in Subcity 02 blocked the route deeper into the area.
The Talk action could not be used on some NPCs under specific conditions.
Invisible collision barriers appeared inside Nushi arenas under specific conditions.
Resting aboard the Cleanse Walker could become unavailable.
Picking up certain achievements right after a fast travel dropped the player through the terrain on respawn and permanently degraded that save file performance afterwards.
The sky rendered black under specific conditions.
Koo blocked the field of view, failed to walk over for campsite interactions, briefly landed in mid-air after attacking airborne enemies, froze after standing up if a fast travel happened while he was downed, and consumed items when departing the Cleanse Walker.
Several Nushi problems: camera framing in some encounters, attacks clipped off the edge of the screen, attacks that failed to connect, player attacks passing through a Nushi at the start of its downed state, and Counterattacks that missed.
Emma tilted forward when a leap was triggered mid Leaping Slash, and an unintended rotation fired when entering Guard straight out of a Step Evade.
The HP bar did not update immediately when a Charm changed maximum HP.
Some tutorials were not displayed correctly in the Data menu.
Casting Erica: Strangle after Higanbana: Roots failed to re-apply the restraint.
Some enemies did not react when attacked from long range, and maximum parameter values displayed incorrectly.
Strongboxes and other interactive objects responded sluggishly.
Water submersion hitboxes were too shallow in places, and invisible wall collision was misaligned with visible terrain in others.
Performance passes on certain boss battles and a lighter rendering path for some effects.
The fifth patch shipped on September 8, 2026 as PC version 1.0.11 and console version 1.009.000. It is the balance patch the previous two had been promising, and it also extended cutscene skipping to cover everything up to The Great Wall Terraces.
Change | Detail |
|---|---|
Skippable cutscenes | Coverage extended so that selected events and cutscenes up to The Great Wall Terraces zone can be skipped. The developer says the remaining work is close to finished. |
Cutscene pacing | Dialogue pauses and cut lengths were shortened in some scenes, and playback conditions were adjusted. A known side effect is that a save mid-playthrough may hear a small number of event lines play twice. |
Cosmetics in cutscenes | Alternative skins and cosmetic items for Emma and Koo now show up during cutscenes, switchable from the graphics settings. |
Console display options | The film grain, chromatic aberration and cutscene post-processing toggles added for PC in the previous patch became available on consoles. |
Flower node reset | Skills hanging off the flower nodes of the skill tree can now be reset. |
More Blighted Sprouts | Additional SP-yielding sprouts were placed. |
Regeneration | Enemy attacks are cancelled when a revival through Regeneration begins. |
Ranged buffering | Aim input can now be buffered during a wider set of actions than the previous patch allowed. |
Magic Bullet | Damage after a shot penetrates an enemy was adjusted. |
Blade Arts, Finishers, Nushi Skills, ranged weapons | Parameters across all four were retuned. This is the balance pass listed as queued in the two previous updates. |
Nushi behaviour | Attack patterns and attack frequency were adjusted for some Nushi, and acid pool generation was re-enabled for specific Corvus attacks only, after the previous patch removed it from crow-type enemies wholesale. |
Breakable Amber | Node placement was adjusted in selected areas. |
Upscaling defaults | The upscaling option list was reorganised so the default matches the detected graphics card. |
Koo flagged items and objects that had already been collected or interacted with.
The numeric value for Koo’s Pounce Rate was missing from the display.
Taking damage while aiming a ranged weapon extended the hitstun.
Decayed Charms were capped at 99. Identified charms past that limit were converted to money automatically after appraisal, and charms lost that way before the fix cannot be restored.
Tutorials could fail to progress on the cloud streaming version.
Some event effects were cut off at ultrawide resolutions.
Shidou’s Iaido Strike did not register from certain positions.
Certain event scenes played twice.
Quantity and sell price displayed incorrectly for Spirit Stones.
Zooming into empty space on the map screen opened a blank Add Marker window.
Status effect and build-up icons with identical effects were shown at the same time.
More terrain where the visible geometry and the invisible wall did not line up.
The 1.0.11 notes list the work still queued. These are stated plans rather than shipped features, so treat the list as what the team has committed to publicly. Two of them are new: the team has now said it intends to add a difficulty setting above Hard, and a harder set of options for New Game Plus on top of the existing Reincarnation Plus scaling.
Queued change | First listed |
|---|---|
A difficulty mode above Hard | Version 1.0.11 |
Increased difficulty options for New Game Plus | Version 1.0.11 |
Auto-pickup for items dropped by enemies | Version 1.0.10 |
The remaining skippable events and cutscenes, continuing the staged rollout | Version 1.0.9 |
Further adjustments to dialogue pauses and cut lengths | Version 1.0.10 |
Further water submersion hitbox work | Version 1.0.9 |
Further invisible wall and collision boundary adjustments | Version 1.0.9 |
Three items cleared the list in version 1.0.11: the cutscene post-processing toggle, showing the deluxe and pre-order cosmetics during cutscenes, and the balance pass on Blade Arts and Bloom Arts, which arrived as parameter adjustments covering Blade Arts, Finishers, Nushi Skills and ranged weapons together.
As of September 13, 2026, no downloadable content, expansion, season pass, new boss or new region has been announced. That absence was checked against the publisher support hub in both English and Japanese, the PC storefront announcement history and its add-on list, and the shipped achievement set, which still stands at the 46 entries it launched with. The only add-ons attached to the game are the two launch-day edition packs, covered under Editions and Pre-Order Bonuses. Everything on the queued list above is described as a free update.
PC and console builds do not share a numbering scheme. The PC 1.0.7 build corresponds to console version 1.005.000, 1.0.8 to 1.006.000, 1.0.9 to 1.007.000, 1.0.10 to 1.008.000 and 1.0.11 to 1.009.000, so a console player looking for a version string of 1.0.11 will not find one. Some update trackers date the first patch to August 10 because the announcement went up late on August 9 UTC, which is already August 10 in Japan.
PC version | Console version | Date |
|---|---|---|
1.0.6 | Launch build | August 4, 2026 |
1.0.7 | 1.005.000 | August 9, 2026 |
1.0.8 | 1.006.000 | August 15, 2026 |
1.0.9 | 1.007.000 | August 24, 2026 |
1.0.10 | 1.008.000 | August 28, 2026 on the support hub, August 31 on the PC storefront |
1.0.11 | 1.009.000 | September 8, 2026 |
The publisher help page that answers the current-version question lags the patch notes. It was still quoting 1.0.8 and 1.006.000 in mid September, several patches behind, so the patch note articles themselves are the accurate record.
The build number is visible in the game's title screen and options menu. On PC, restarting the storefront client forces a pending update to apply; this is also the recommended step when purchased downloadable content does not appear in the library.